v3d: Use the new lower_to_scratch implementation for indirects on temps.
[mesa.git] / src / broadcom / compiler / vir_register_allocate.c
1 /*
2 * Copyright © 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/ralloc.h"
25 #include "util/register_allocate.h"
26 #include "common/v3d_device_info.h"
27 #include "v3d_compiler.h"
28
29 #define QPU_R(i) { .magic = false, .index = i }
30
31 #define ACC_INDEX 0
32 #define ACC_COUNT 6
33 #define PHYS_INDEX (ACC_INDEX + ACC_COUNT)
34 #define PHYS_COUNT 64
35
36 static bool
37 is_last_ldtmu(struct qinst *inst, struct qblock *block)
38 {
39 list_for_each_entry_from(struct qinst, scan_inst, inst,
40 &block->instructions, link) {
41 if (inst->qpu.sig.ldtmu)
42 return false;
43 if (v3d_qpu_writes_tmu(&inst->qpu))
44 return true;
45 }
46
47 return true;
48 }
49
50 static bool
51 vir_is_mov_uniform(struct v3d_compile *c, int temp)
52 {
53 struct qinst *def = c->defs[temp];
54
55 return def && def->qpu.sig.ldunif;
56 }
57
58 static int
59 v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
60 uint32_t *temp_to_node)
61 {
62 const float tmu_scale = 5;
63 float block_scale = 1.0;
64 float spill_costs[c->num_temps];
65 bool in_tmu_operation = false;
66 bool started_last_seg = false;
67
68 for (unsigned i = 0; i < c->num_temps; i++)
69 spill_costs[i] = 0.0;
70
71 /* XXX: Scale the cost up when inside of a loop. */
72 vir_for_each_block(block, c) {
73 vir_for_each_inst(inst, block) {
74 /* We can't insert a new TMU operation while currently
75 * in a TMU operation, and we can't insert new thread
76 * switches after starting output writes.
77 */
78 bool no_spilling =
79 (in_tmu_operation ||
80 (c->threads > 1 && started_last_seg));
81
82 for (int i = 0; i < vir_get_nsrc(inst); i++) {
83 if (inst->src[i].file != QFILE_TEMP)
84 continue;
85
86 int temp = inst->src[i].index;
87 if (vir_is_mov_uniform(c, temp)) {
88 spill_costs[temp] += block_scale;
89 } else if (!no_spilling) {
90 spill_costs[temp] += (block_scale *
91 tmu_scale);
92 } else {
93 BITSET_CLEAR(c->spillable, temp);
94 }
95 }
96
97 if (inst->dst.file == QFILE_TEMP) {
98 int temp = inst->dst.index;
99
100 if (vir_is_mov_uniform(c, temp)) {
101 /* We just rematerialize the unform
102 * later.
103 */
104 } else if (!no_spilling) {
105 spill_costs[temp] += (block_scale *
106 tmu_scale);
107 } else {
108 BITSET_CLEAR(c->spillable, temp);
109 }
110 }
111
112 /* Refuse to spill a ldvary's dst, because that means
113 * that ldvary's r5 would end up being used across a
114 * thrsw.
115 */
116 if (inst->qpu.sig.ldvary) {
117 assert(inst->dst.file == QFILE_TEMP);
118 BITSET_CLEAR(c->spillable, inst->dst.index);
119 }
120
121 if (inst->is_last_thrsw)
122 started_last_seg = true;
123
124 if (v3d_qpu_writes_vpm(&inst->qpu) ||
125 v3d_qpu_uses_tlb(&inst->qpu))
126 started_last_seg = true;
127
128 /* Track when we're in between a TMU setup and the
129 * final LDTMU or TMUWT from that TMU setup. We can't
130 * spill/fill any temps during that time, because that
131 * involves inserting a new TMU setup/LDTMU sequence.
132 */
133 if (inst->qpu.sig.ldtmu &&
134 is_last_ldtmu(inst, block))
135 in_tmu_operation = false;
136
137 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
138 inst->qpu.alu.add.op == V3D_QPU_A_TMUWT)
139 in_tmu_operation = false;
140
141 if (v3d_qpu_writes_tmu(&inst->qpu))
142 in_tmu_operation = true;
143 }
144 }
145
146 for (unsigned i = 0; i < c->num_temps; i++) {
147 int node = temp_to_node[i];
148
149 if (BITSET_TEST(c->spillable, i))
150 ra_set_node_spill_cost(g, node, spill_costs[i]);
151 }
152
153 return ra_get_best_spill_node(g);
154 }
155
156 /* The spill offset for this thread takes a bit of setup, so do it once at
157 * program start.
158 */
159 void
160 v3d_setup_spill_base(struct v3d_compile *c)
161 {
162 c->cursor = vir_before_block(vir_entry_block(c));
163
164 int start_num_temps = c->num_temps;
165
166 /* Each thread wants to be in a separate region of the scratch space
167 * so that the QPUs aren't fighting over cache lines. We have the
168 * driver keep a single global spill BO rather than
169 * per-spilling-program BOs, so we need a uniform from the driver for
170 * what the per-thread scale is.
171 */
172 struct qreg thread_offset =
173 vir_UMUL(c,
174 vir_TIDX(c),
175 vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0));
176
177 /* Each channel in a reg is 4 bytes, so scale them up by that. */
178 struct qreg element_offset = vir_SHL(c, vir_EIDX(c),
179 vir_uniform_ui(c, 2));
180
181 c->spill_base = vir_ADD(c,
182 vir_ADD(c, thread_offset, element_offset),
183 vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0));
184
185 /* Make sure that we don't spill the spilling setup instructions. */
186 for (int i = start_num_temps; i < c->num_temps; i++)
187 BITSET_CLEAR(c->spillable, i);
188
189 c->cursor = vir_after_block(c->cur_block);
190 }
191
192 static void
193 v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
194 {
195 vir_ADD_dest(c, vir_reg(QFILE_MAGIC,
196 V3D_QPU_WADDR_TMUA),
197 c->spill_base,
198 vir_uniform_ui(c, spill_offset));
199 }
200
201 static void
202 v3d_spill_reg(struct v3d_compile *c, int spill_temp)
203 {
204 bool is_uniform = vir_is_mov_uniform(c, spill_temp);
205
206 uint32_t spill_offset = 0;
207
208 if (!is_uniform) {
209 uint32_t spill_offset = c->spill_size;
210 c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
211
212 if (spill_offset == 0)
213 v3d_setup_spill_base(c);
214 }
215
216 struct qinst *last_thrsw = c->last_thrsw;
217 assert(!last_thrsw || last_thrsw->is_last_thrsw);
218
219 int start_num_temps = c->num_temps;
220
221 int uniform_index = ~0;
222 if (is_uniform) {
223 struct qinst *orig_unif = c->defs[spill_temp];
224 uniform_index = orig_unif->uniform;
225 }
226
227 vir_for_each_inst_inorder_safe(inst, c) {
228 for (int i = 0; i < vir_get_nsrc(inst); i++) {
229 if (inst->src[i].file != QFILE_TEMP ||
230 inst->src[i].index != spill_temp) {
231 continue;
232 }
233
234 c->cursor = vir_before_inst(inst);
235
236 if (is_uniform) {
237 struct qreg unif =
238 vir_uniform(c,
239 c->uniform_contents[uniform_index],
240 c->uniform_data[uniform_index]);
241 inst->src[i] = unif;
242 } else {
243 v3d_emit_spill_tmua(c, spill_offset);
244 vir_emit_thrsw(c);
245 inst->src[i] = vir_LDTMU(c);
246 c->fills++;
247 }
248 }
249
250 if (inst->dst.file == QFILE_TEMP &&
251 inst->dst.index == spill_temp) {
252 if (is_uniform) {
253 c->cursor.link = NULL;
254 vir_remove_instruction(c, inst);
255 } else {
256 c->cursor = vir_after_inst(inst);
257
258 inst->dst.index = c->num_temps++;
259 vir_MOV_dest(c, vir_reg(QFILE_MAGIC,
260 V3D_QPU_WADDR_TMUD),
261 inst->dst);
262 v3d_emit_spill_tmua(c, spill_offset);
263 vir_emit_thrsw(c);
264 vir_TMUWT(c);
265 c->spills++;
266 }
267 }
268
269 /* If we didn't have a last-thrsw inserted by nir_to_vir and
270 * we've been inserting thrsws, then insert a new last_thrsw
271 * right before we start the vpm/tlb sequence for the last
272 * thread segment.
273 */
274 if (!is_uniform && !last_thrsw && c->last_thrsw &&
275 (v3d_qpu_writes_vpm(&inst->qpu) ||
276 v3d_qpu_uses_tlb(&inst->qpu))) {
277 c->cursor = vir_before_inst(inst);
278 vir_emit_thrsw(c);
279
280 last_thrsw = c->last_thrsw;
281 last_thrsw->is_last_thrsw = true;
282 }
283 }
284
285 /* Make sure c->last_thrsw is the actual last thrsw, not just one we
286 * inserted in our most recent unspill.
287 */
288 if (last_thrsw)
289 c->last_thrsw = last_thrsw;
290
291 /* Don't allow spilling of our spilling instructions. There's no way
292 * they can help get things colored.
293 */
294 for (int i = start_num_temps; i < c->num_temps; i++)
295 BITSET_CLEAR(c->spillable, i);
296 }
297
298 struct v3d_ra_select_callback_data {
299 uint32_t next_acc;
300 uint32_t next_phys;
301 };
302
303 static unsigned int
304 v3d_ra_select_callback(struct ra_graph *g, BITSET_WORD *regs, void *data)
305 {
306 struct v3d_ra_select_callback_data *v3d_ra = data;
307 int r5 = ACC_INDEX + 5;
308
309 /* Choose r5 for our ldunifs if possible (nobody else can load to that
310 * reg, and it keeps the QPU cond field free from being occupied by
311 * ldunifrf).
312 */
313 if (BITSET_TEST(regs, r5))
314 return r5;
315
316 /* Choose an accumulator if possible (I think it's lower power than
317 * phys regs), but round-robin through them to give post-RA
318 * instruction selection more options.
319 */
320 for (int i = 0; i < ACC_COUNT; i++) {
321 int acc_off = (v3d_ra->next_acc + i) % ACC_COUNT;
322 int acc = ACC_INDEX + acc_off;
323
324 if (BITSET_TEST(regs, acc)) {
325 v3d_ra->next_acc = acc_off + 1;
326 return acc;
327 }
328 }
329
330 for (int i = 0; i < PHYS_COUNT; i++) {
331 int phys_off = (v3d_ra->next_phys + i) % PHYS_COUNT;
332 int phys = PHYS_INDEX + phys_off;
333
334 if (BITSET_TEST(regs, phys)) {
335 v3d_ra->next_phys = phys_off + 1;
336 return phys;
337 }
338 }
339
340 unreachable("RA must pass us at least one possible reg.");
341 }
342
343 bool
344 vir_init_reg_sets(struct v3d_compiler *compiler)
345 {
346 /* Allocate up to 3 regfile classes, for the ways the physical
347 * register file can be divided up for fragment shader threading.
348 */
349 int max_thread_index = (compiler->devinfo->ver >= 40 ? 2 : 3);
350
351 compiler->regs = ra_alloc_reg_set(compiler, PHYS_INDEX + PHYS_COUNT,
352 true);
353 if (!compiler->regs)
354 return false;
355
356 for (int threads = 0; threads < max_thread_index; threads++) {
357 compiler->reg_class_any[threads] =
358 ra_alloc_reg_class(compiler->regs);
359 compiler->reg_class_r5[threads] =
360 ra_alloc_reg_class(compiler->regs);
361 compiler->reg_class_phys_or_acc[threads] =
362 ra_alloc_reg_class(compiler->regs);
363 compiler->reg_class_phys[threads] =
364 ra_alloc_reg_class(compiler->regs);
365
366 for (int i = PHYS_INDEX;
367 i < PHYS_INDEX + (PHYS_COUNT >> threads); i++) {
368 ra_class_add_reg(compiler->regs,
369 compiler->reg_class_phys_or_acc[threads], i);
370 ra_class_add_reg(compiler->regs,
371 compiler->reg_class_phys[threads], i);
372 ra_class_add_reg(compiler->regs,
373 compiler->reg_class_any[threads], i);
374 }
375
376 for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT - 1; i++) {
377 ra_class_add_reg(compiler->regs,
378 compiler->reg_class_phys_or_acc[threads], i);
379 ra_class_add_reg(compiler->regs,
380 compiler->reg_class_any[threads], i);
381 }
382 /* r5 can only store a single 32-bit value, so not much can
383 * use it.
384 */
385 ra_class_add_reg(compiler->regs,
386 compiler->reg_class_r5[threads],
387 ACC_INDEX + 5);
388 ra_class_add_reg(compiler->regs,
389 compiler->reg_class_any[threads],
390 ACC_INDEX + 5);
391 }
392
393 ra_set_finalize(compiler->regs, NULL);
394
395 return true;
396 }
397
398 struct node_to_temp_map {
399 uint32_t temp;
400 uint32_t priority;
401 };
402
403 static int
404 node_to_temp_priority(const void *in_a, const void *in_b)
405 {
406 const struct node_to_temp_map *a = in_a;
407 const struct node_to_temp_map *b = in_b;
408
409 return a->priority - b->priority;
410 }
411
412 #define CLASS_BIT_PHYS (1 << 0)
413 #define CLASS_BIT_ACC (1 << 1)
414 #define CLASS_BIT_R5 (1 << 4)
415 #define CLASS_BITS_ANY (CLASS_BIT_PHYS | \
416 CLASS_BIT_ACC | \
417 CLASS_BIT_R5)
418
419 /**
420 * Returns a mapping from QFILE_TEMP indices to struct qpu_regs.
421 *
422 * The return value should be freed by the caller.
423 */
424 struct qpu_reg *
425 v3d_register_allocate(struct v3d_compile *c, bool *spilled)
426 {
427 struct node_to_temp_map map[c->num_temps];
428 uint32_t temp_to_node[c->num_temps];
429 uint8_t class_bits[c->num_temps];
430 int acc_nodes[ACC_COUNT];
431 struct v3d_ra_select_callback_data callback_data = {
432 .next_acc = 0,
433 /* Start at RF3, to try to keep the TLB writes from using
434 * RF0-2.
435 */
436 .next_phys = 3,
437 };
438
439 *spilled = false;
440
441 vir_calculate_live_intervals(c);
442
443 /* Convert 1, 2, 4 threads to 0, 1, 2 index.
444 *
445 * V3D 4.x has double the physical register space, so 64 physical regs
446 * are available at both 1x and 2x threading, and 4x has 32.
447 */
448 int thread_index = ffs(c->threads) - 1;
449 if (c->devinfo->ver >= 40) {
450 if (thread_index >= 1)
451 thread_index--;
452 }
453
454 struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs,
455 c->num_temps +
456 ARRAY_SIZE(acc_nodes));
457 ra_set_select_reg_callback(g, v3d_ra_select_callback, &callback_data);
458
459 /* Make some fixed nodes for the accumulators, which we will need to
460 * interfere with when ops have implied r3/r4 writes or for the thread
461 * switches. We could represent these as classes for the nodes to
462 * live in, but the classes take up a lot of memory to set up, so we
463 * don't want to make too many.
464 */
465 for (int i = 0; i < ARRAY_SIZE(acc_nodes); i++) {
466 acc_nodes[i] = c->num_temps + i;
467 ra_set_node_reg(g, acc_nodes[i], ACC_INDEX + i);
468 }
469
470 for (uint32_t i = 0; i < c->num_temps; i++) {
471 map[i].temp = i;
472 map[i].priority = c->temp_end[i] - c->temp_start[i];
473 }
474 qsort(map, c->num_temps, sizeof(map[0]), node_to_temp_priority);
475 for (uint32_t i = 0; i < c->num_temps; i++) {
476 temp_to_node[map[i].temp] = i;
477 }
478
479 /* Figure out our register classes and preallocated registers. We
480 * start with any temp being able to be in any file, then instructions
481 * incrementally remove bits that the temp definitely can't be in.
482 */
483 memset(class_bits, CLASS_BITS_ANY, sizeof(class_bits));
484
485 int ip = 0;
486 vir_for_each_inst_inorder(inst, c) {
487 /* If the instruction writes r3/r4 (and optionally moves its
488 * result to a temp), nothing else can be stored in r3/r4 across
489 * it.
490 */
491 if (vir_writes_r3(c->devinfo, inst)) {
492 for (int i = 0; i < c->num_temps; i++) {
493 if (c->temp_start[i] < ip &&
494 c->temp_end[i] > ip) {
495 ra_add_node_interference(g,
496 temp_to_node[i],
497 acc_nodes[3]);
498 }
499 }
500 }
501 if (vir_writes_r4(c->devinfo, inst)) {
502 for (int i = 0; i < c->num_temps; i++) {
503 if (c->temp_start[i] < ip &&
504 c->temp_end[i] > ip) {
505 ra_add_node_interference(g,
506 temp_to_node[i],
507 acc_nodes[4]);
508 }
509 }
510 }
511
512 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU) {
513 switch (inst->qpu.alu.add.op) {
514 case V3D_QPU_A_LDVPMV_IN:
515 case V3D_QPU_A_LDVPMV_OUT:
516 case V3D_QPU_A_LDVPMD_IN:
517 case V3D_QPU_A_LDVPMD_OUT:
518 case V3D_QPU_A_LDVPMP:
519 case V3D_QPU_A_LDVPMG_IN:
520 case V3D_QPU_A_LDVPMG_OUT:
521 /* LDVPMs only store to temps (the MA flag
522 * decides whether the LDVPM is in or out)
523 */
524 assert(inst->dst.file == QFILE_TEMP);
525 class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
526 break;
527
528 case V3D_QPU_A_RECIP:
529 case V3D_QPU_A_RSQRT:
530 case V3D_QPU_A_EXP:
531 case V3D_QPU_A_LOG:
532 case V3D_QPU_A_SIN:
533 case V3D_QPU_A_RSQRT2:
534 /* The SFU instructions write directly to the
535 * phys regfile.
536 */
537 assert(inst->dst.file == QFILE_TEMP);
538 class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
539 break;
540
541 default:
542 break;
543 }
544 }
545
546 if (inst->src[0].file == QFILE_REG) {
547 switch (inst->src[0].index) {
548 case 0:
549 case 1:
550 case 2:
551 case 3:
552 /* Payload setup instructions: Force allocate
553 * the dst to the given register (so the MOV
554 * will disappear).
555 */
556 assert(inst->qpu.alu.mul.op == V3D_QPU_M_MOV);
557 assert(inst->dst.file == QFILE_TEMP);
558 ra_set_node_reg(g,
559 temp_to_node[inst->dst.index],
560 PHYS_INDEX +
561 inst->src[0].index);
562 break;
563 }
564 }
565
566 if (inst->dst.file == QFILE_TEMP) {
567 /* Only a ldunif gets to write to R5, which only has a
568 * single 32-bit channel of storage.
569 */
570 if (!inst->qpu.sig.ldunif) {
571 class_bits[inst->dst.index] &= ~CLASS_BIT_R5;
572 } else {
573 /* Until V3D 4.x, we could only load a uniform
574 * to r5, so we'll need to spill if uniform
575 * loads interfere with each other.
576 */
577 if (c->devinfo->ver < 40) {
578 class_bits[inst->dst.index] &=
579 CLASS_BIT_R5;
580 }
581 }
582 }
583
584 if (inst->qpu.sig.thrsw) {
585 /* All accumulators are invalidated across a thread
586 * switch.
587 */
588 for (int i = 0; i < c->num_temps; i++) {
589 if (c->temp_start[i] < ip && c->temp_end[i] > ip)
590 class_bits[i] &= CLASS_BIT_PHYS;
591 }
592 }
593
594 ip++;
595 }
596
597 for (uint32_t i = 0; i < c->num_temps; i++) {
598 if (class_bits[i] == CLASS_BIT_PHYS) {
599 ra_set_node_class(g, temp_to_node[i],
600 c->compiler->reg_class_phys[thread_index]);
601 } else if (class_bits[i] == (CLASS_BIT_R5)) {
602 ra_set_node_class(g, temp_to_node[i],
603 c->compiler->reg_class_r5[thread_index]);
604 } else if (class_bits[i] == (CLASS_BIT_PHYS | CLASS_BIT_ACC)) {
605 ra_set_node_class(g, temp_to_node[i],
606 c->compiler->reg_class_phys_or_acc[thread_index]);
607 } else {
608 assert(class_bits[i] == CLASS_BITS_ANY);
609 ra_set_node_class(g, temp_to_node[i],
610 c->compiler->reg_class_any[thread_index]);
611 }
612 }
613
614 for (uint32_t i = 0; i < c->num_temps; i++) {
615 for (uint32_t j = i + 1; j < c->num_temps; j++) {
616 if (!(c->temp_start[i] >= c->temp_end[j] ||
617 c->temp_start[j] >= c->temp_end[i])) {
618 ra_add_node_interference(g,
619 temp_to_node[i],
620 temp_to_node[j]);
621 }
622 }
623 }
624
625 /* Debug code to force a bit of register spilling, for running across
626 * conformance tests to make sure that spilling works.
627 */
628 int force_register_spills = 0;
629 if (c->spill_size <
630 V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
631 int node = v3d_choose_spill_node(c, g, temp_to_node);
632 if (node != -1) {
633 v3d_spill_reg(c, map[node].temp);
634 ralloc_free(g);
635 *spilled = true;
636 return NULL;
637 }
638 }
639
640 bool ok = ra_allocate(g);
641 if (!ok) {
642 int node = v3d_choose_spill_node(c, g, temp_to_node);
643
644 /* Don't emit spills using the TMU until we've dropped thread
645 * conut first.
646 */
647 if (node != -1 &&
648 (vir_is_mov_uniform(c, map[node].temp) ||
649 thread_index == 0)) {
650 v3d_spill_reg(c, map[node].temp);
651
652 /* Ask the outer loop to call back in. */
653 *spilled = true;
654 }
655
656 ralloc_free(g);
657 return NULL;
658 }
659
660 struct qpu_reg *temp_registers = calloc(c->num_temps,
661 sizeof(*temp_registers));
662
663 for (uint32_t i = 0; i < c->num_temps; i++) {
664 int ra_reg = ra_get_node_reg(g, temp_to_node[i]);
665 if (ra_reg < PHYS_INDEX) {
666 temp_registers[i].magic = true;
667 temp_registers[i].index = (V3D_QPU_WADDR_R0 +
668 ra_reg - ACC_INDEX);
669 } else {
670 temp_registers[i].magic = false;
671 temp_registers[i].index = ra_reg - PHYS_INDEX;
672 }
673
674 /* If the value's never used, just write to the NOP register
675 * for clarity in debug output.
676 */
677 if (c->temp_start[i] == c->temp_end[i]) {
678 temp_registers[i].magic = true;
679 temp_registers[i].index = V3D_QPU_WADDR_NOP;
680 }
681 }
682
683 ralloc_free(g);
684
685 return temp_registers;
686 }